// ----------------------------------------------------------------------------------
// Microsoft Developer & Platform Evangelism
// 
// Copyright (c) Microsoft Corporation. All rights reserved.
// 
// THIS CODE AND INFORMATION ARE PROVIDED "AS IS" WITHOUT WARRANTY OF ANY KIND, 
// EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE IMPLIED WARRANTIES 
// OF MERCHANTABILITY AND/OR FITNESS FOR A PARTICULAR PURPOSE.
// ----------------------------------------------------------------------------------
// The example companies, organizations, products, domain names,
// e-mail addresses, logos, people, places, and events depicted
// herein are fictitious.  No association with any real company,
// organization, product, domain name, email address, logo, person,
// places, or events is intended or should be inferred.
// ----------------------------------------------------------------------------------

#region File Information
//-----------------------------------------------------------------------------
// Player.cs
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#endregion

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
#endregion

namespace HexTD
{
	internal class Player : DrawableGameComponent
	{
		#region Variables/Fields
		protected SpriteBatch spriteBatch;

		// Constants used for calculating shot strength
		public const float MinShotStrength = 150;
		public const float MaxShotStrength = 400;

		// Public variables used by Gameplay class
		public int Score;
		public string Name;

		public bool IsActive { get; set; }
		#endregion

		#region Initialization
		public Player(Game game)
			: base(game)
		{
		}

		public Player(Game game, SpriteBatch screenSpriteBatch)
			: this(game)
		{
			spriteBatch = screenSpriteBatch;
		}

		public override void Initialize()
		{
			Score = 0;

			base.Initialize();
		}
		#endregion

		#region Update and Render
		public override void Update(GameTime gameTime)
		{
			// Update catapult related to the player
			//Catapult.Update(gameTime);
			base.Update(gameTime);
		}

		public override void Draw(GameTime gameTime)
		{
			// Draw related catapults
			//Catapult.Draw(gameTime);
			base.Draw(gameTime);
		}
		#endregion
	}
}
